📄 item_longjump.cpp
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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== item_longjump.cpp ========================================================
handling for the longjump module
*/
#include "cbase.h"
#include "player.h"
//#include "weapons.h"
#include "gamerules.h"
#include "items.h"
class CItemLongJump : public CItem
{
public:
DECLARE_CLASS( CItemLongJump, CItem );
void Spawn( void )
{
Precache( );
SetModel( "models/w_longjump.mdl" );
BaseClass::Spawn( );
}
void Precache( void )
{
engine->PrecacheModel ("models/w_longjump.mdl");
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->m_fLongJump )
{
return FALSE;
}
if ( pPlayer->IsSuitEquipped() )
{
pPlayer->m_fLongJump = TRUE;// player now has longjump module
CSingleUserRecipientFilter user( pPlayer );
user.MakeReliable();
UserMessageBegin( user, "ItemPickup" );
WRITE_STRING( STRING(pev->classname) );
MessageEnd();
UTIL_EmitSoundSuit( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
return true;
}
return false;
}
};
LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );
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